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CnC_Renegade/Code/Tools/LevelEdit/LightSettingsPage.cpp

466 lines
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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/LightSettingsPage.cpp $Modtime:: $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "StdAfx.H"
#include "LevelEdit.H"
#include "LightSettingsPage.H"
#include "Utils.H"
#include "ColorSelectionDialog.H"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
//
// LightSettingsPageClass
//
LightSettingsPageClass::LightSettingsPageClass (void)
: m_pLight (NULL),
DockableFormClass (LightSettingsPageClass::IDD)
{
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// LightSettingsPageClass
//
LightSettingsPageClass::LightSettingsPageClass (LightSettingsClass *plight)
: m_pLight (plight),
DockableFormClass (LightSettingsPageClass::IDD)
{
//{{AFX_DATA_INIT(LightSettingsPageClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// ~LightSettingsPageClass
//
LightSettingsPageClass::~LightSettingsPageClass (void)
{
return;
}
/////////////////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
void
LightSettingsPageClass::DoDataExchange (CDataExchange* pDX)
{
DockableFormClass::DoDataExchange(pDX);
//{{AFX_DATA_MAP(LightSettingsPageClass)
DDX_Control(pDX, IDC_INTENSITY_SLIDER, m_IntensitySlider);
DDX_Control(pDX, IDC_OUTER_ATTEN_SLIDER, m_OuterAttenSlider);
DDX_Control(pDX, IDC_INNER_ATTEN_SLIDER, m_InnerAttenSlider);
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(LightSettingsPageClass, DockableFormClass)
//{{AFX_MSG_MAP(LightSettingsPageClass)
ON_WM_DRAWITEM()
ON_EN_CHANGE(IDC_INNER_ATTEN_EDIT, OnChangeInnerAttenEdit)
ON_EN_CHANGE(IDC_OUTER_ATTEN_EDIT, OnChangeOuterAttenEdit)
ON_WM_HSCROLL()
ON_EN_KILLFOCUS(IDC_OUTER_ATTEN_EDIT, OnKillfocusOuterAttenEdit)
ON_EN_KILLFOCUS(IDC_INNER_ATTEN_EDIT, OnKillfocusInnerAttenEdit)
ON_BN_CLICKED(IDC_AMBIENT_BUTTON, OnAmbientButton)
ON_BN_CLICKED(IDC_DIFFUSE_BUTTON, OnDiffuseButton)
ON_BN_CLICKED(IDC_SPECULAR_BUTTON, OnSpecularButton)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// LightSettingsPageClass diagnostics
#ifdef _DEBUG
void LightSettingsPageClass::AssertValid() const
{
DockableFormClass::AssertValid();
}
void LightSettingsPageClass::Dump(CDumpContext& dc) const
{
DockableFormClass::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
//
// HandleInitDialog
//
void
LightSettingsPageClass::HandleInitDialog (void)
{
ASSERT (m_pLight != NULL);
// Record the light's original settings so we can
// restore them if we need to.
m_OrigAmbient = m_pLight->Get_Ambient_Color ();
m_OrigDiffuse = m_pLight->Get_Diffuse_Color ();
m_OrigSpecular = m_pLight->Get_Specular_Color ();
m_OrigIntensity = m_pLight->Get_Intensity ();
m_pLight->Get_Attenuation (m_OrigInnerAttenuation, m_OrigOuterAttenuation);
// Set up the sliders
m_IntensitySlider.SetRange (0, 100);
m_InnerAttenSlider.SetRange (0, 100000);
m_OuterAttenSlider.SetRange (0, 100000);
m_IntensitySlider.SetPos (int(m_OrigIntensity * 100.00F));
m_InnerAttenSlider.SetPos (int(m_OrigInnerAttenuation * 100.00F));
m_OuterAttenSlider.SetPos (int(m_OrigOuterAttenuation * 100.00F));
// Put the attenuation values into the edit fields
::SetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT, m_OrigInnerAttenuation);
::SetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT, m_OrigOuterAttenuation);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Apply_Changes
//
bool
LightSettingsPageClass::Apply_Changes (void)
{
// Return true to allow the dialog to close
return true;
}
/////////////////////////////////////////////////////////////////////////////
//
// Discard_Changes
//
void
LightSettingsPageClass::Discard_Changes (void)
{
// Give the original values back to the light
m_pLight->Set_Ambient_Color (m_OrigAmbient);
m_pLight->Set_Diffuse_Color (m_OrigDiffuse);
m_pLight->Set_Specular_Color (m_OrigSpecular);
m_pLight->Set_Intensity (m_OrigIntensity);
m_pLight->Set_Attenuation (m_OrigInnerAttenuation, m_OrigOuterAttenuation);
// Now update the light with these changes
m_pLight->Update_Light ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnDrawItem
//
void
LightSettingsPageClass::OnDrawItem
(
int nIDCtl,
LPDRAWITEMSTRUCT lpDrawItemStruct
)
{
// Determine what color to paint the button
Vector3 color (0, 0, 0);
if (nIDCtl == IDC_AMBIENT_BUTTON) {
color = m_pLight->Get_Ambient_Color ();
} else if (nIDCtl == IDC_DIFFUSE_BUTTON) {
color = m_pLight->Get_Diffuse_Color ();
} else if (nIDCtl == IDC_SPECULAR_BUTTON) {
color = m_pLight->Get_Specular_Color ();
}
// Determine what state to draw the button in (pushed or normal)
UINT state = DFCS_BUTTONPUSH | DFCS_ADJUSTRECT;
if (lpDrawItemStruct->itemState & ODS_SELECTED) {
state |= DFCS_PUSHED;
}
// Draw the button's outline
CRect rect = lpDrawItemStruct->rcItem;
::DrawFrameControl (lpDrawItemStruct->hDC, rect, DFC_BUTTON, state);
// Fill the button with the appropriate color
CDC temp_dc;
temp_dc.Attach (lpDrawItemStruct->hDC);
temp_dc.FillSolidRect (&rect, RGB (int(color.X * 255), int(color.Y * 255), int(color.Z * 255)));
temp_dc.Detach ();
// Draw the focus rectangle if necessary
if (lpDrawItemStruct->itemState & ODS_FOCUS) {
::DrawFocusRect (lpDrawItemStruct->hDC, &rect);
}
// Allow the base class to process this message
//DockableFormClass::OnDrawItem (nIDCtl, lpDrawItemStruct);
return;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnChangeInnerAttenEdit
//
void
LightSettingsPageClass::OnChangeInnerAttenEdit (void)
{
float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT);
float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT);
m_InnerAttenSlider.SetPos (int(inner * 100.00F));
// Update the light with these new settings
m_pLight->Set_Attenuation (inner, outer);
m_pLight->Update_Light ();
::Refresh_Main_View ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnChangeOuterAttenEdit
//
void
LightSettingsPageClass::OnChangeOuterAttenEdit (void)
{
float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT);
float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT);
m_OuterAttenSlider.SetPos (int(outer * 100.00F));
// Update the light with these new settings
m_pLight->Set_Attenuation (inner, outer);
m_pLight->Update_Light ();
::Refresh_Main_View ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnChangeOuterAttenEdit
//
void
LightSettingsPageClass::OnHScroll
(
UINT nSBCode,
UINT nPos,
CScrollBar *pScrollBar
)
{
if (pScrollBar == GetDlgItem (IDC_INTENSITY_SLIDER)) {
// Pass the new intensity onto the UI and the light
int position = m_IntensitySlider.GetPos ();
m_pLight->Set_Intensity ((((float)position) / 100.00F));
} else if (pScrollBar == GetDlgItem (IDC_OUTER_ATTEN_SLIDER)) {
// Determine the radii of the inner and outer attenuation spheres
int position = m_OuterAttenSlider.GetPos ();
float outer = (((float)position) / 100.00F);
float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT);
if (outer < inner) {
outer = inner;
m_OuterAttenSlider.SetPos (int(outer * 100.00F));
}
// Reset the UI and the light to match these settings
::SetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT, outer);
m_pLight->Set_Attenuation (inner, outer);
} else {
// Determine the radii of the inner and outer attenuation spheres
int position = m_InnerAttenSlider.GetPos ();
float inner = (((float)position) / 100.00F);
float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT);
if (outer < inner) {
inner = outer;
m_InnerAttenSlider.SetPos (int(inner * 100.00F));
}
// Reset the UI and the light to match these settings
::SetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT, inner);
m_pLight->Set_Attenuation (inner, outer);
}
// Now update the light with these changes
m_pLight->Update_Light ();
// Make sure the scene is painted
::Refresh_Main_View ();
// Allow the base class to process this message
DockableFormClass::OnHScroll (nSBCode, nPos, pScrollBar);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnKillfocusOuterAttenEdit
//
void
LightSettingsPageClass::OnKillfocusOuterAttenEdit (void)
{
float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT);
float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT);
// If we need to normalize the data, then do so now...
if (outer < inner) {
// Reset the UI
outer = inner;
::SetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT, outer);
m_OuterAttenSlider.SetPos (int(outer * 100.00F));
// Update the light with these new settings
m_pLight->Set_Attenuation (inner, outer);
m_pLight->Update_Light ();
::Refresh_Main_View ();
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnKillfocusInnerAttenEdit
//
void
LightSettingsPageClass::OnKillfocusInnerAttenEdit (void)
{
float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT);
float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT);
// If we need to normalize the data, then do so now...
if (outer < inner) {
// Reset the UI
inner = outer;
::SetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT, inner);
m_InnerAttenSlider.SetPos (int(outer * 100.00F));
// Update the light with these new settings
m_pLight->Set_Attenuation (inner, outer);
m_pLight->Update_Light ();
::Refresh_Main_View ();
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnAmbientButton
//
void
LightSettingsPageClass::OnAmbientButton (void)
{
// Display a dialog to the user that will allow them to select a color
ColorSelectionDialogClass dialog (m_pLight->Get_Ambient_Color (), this);
if (dialog.DoModal () == IDOK) {
m_pLight->Set_Ambient_Color (dialog.Get_Color ());
m_pLight->Update_Light ();
// Repaint the views
::InvalidateRect (::GetDlgItem (m_hWnd, IDC_AMBIENT_BUTTON), NULL, TRUE);
::Refresh_Main_View ();
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnDiffuseButton
//
void
LightSettingsPageClass::OnDiffuseButton (void)
{
// Display a dialog to the user that will allow them to select a color
ColorSelectionDialogClass dialog (m_pLight->Get_Diffuse_Color (), this);
if (dialog.DoModal () == IDOK) {
m_pLight->Set_Diffuse_Color (dialog.Get_Color ());
m_pLight->Update_Light ();
// Repaint the views
::InvalidateRect (::GetDlgItem (m_hWnd, IDC_DIFFUSE_BUTTON), NULL, TRUE);
::Refresh_Main_View ();
}
return;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnSpecularButton
//
void
LightSettingsPageClass::OnSpecularButton (void)
{
// Display a dialog to the user that will allow them to select a color
ColorSelectionDialogClass dialog (m_pLight->Get_Specular_Color (), this);
if (dialog.DoModal () == IDOK) {
m_pLight->Set_Specular_Color (dialog.Get_Color ());
m_pLight->Update_Light ();
// Repaint the views
::InvalidateRect (::GetDlgItem (m_hWnd, IDC_SPECULAR_BUTTON), NULL, TRUE);
::Refresh_Main_View ();
}
return;
}